File standardisation (#13131)

* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
This commit is contained in:
AffectedArc07
2020-03-17 18:08:51 -04:00
committed by GitHub
parent ec19ea3d2d
commit 04ba5c1cc9
1451 changed files with 183694 additions and 183593 deletions
+171 -171
View File
@@ -1,171 +1,171 @@
/obj/item/projectile/beam
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
is_reflectable = TRUE
light_range = 2
light_color = LIGHT_COLOR_RED
ricochets_max = 50 //Honk!
ricochet_chance = 80
/obj/item/projectile/beam/laser
/obj/item/projectile/beam/laser/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
/obj/item/projectile/beam/practice
name = "practice laser"
damage = 0
nodamage = 1
log_override = TRUE
/obj/item/projectile/beam/scatter
name = "laser pellet"
icon_state = "scatterlaser"
damage = 5
/obj/item/projectile/beam/xray
name = "xray beam"
icon_state = "xray"
damage = 15
tile_dropoff = 0.75
irradiate = 30
forcedodge = 1
range = 15
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/disabler
name = "disabler beam"
icon_state = "omnilaser"
damage = 30
damage_type = STAMINA
flag = "energy"
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_CYAN
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_DARKBLUE
/obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0)
if(istype(target,/turf/)||istype(target,/obj/structure/))
target.ex_act(2)
..()
/obj/item/projectile/beam/pulse/shot
damage = 40
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
damage = 30
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/emitter/singularity_pull()
return //don't want the emitters to miss
/obj/item/projectile/beam/lasertag
name = "laser tag beam"
icon_state = "omnilaser"
hitsound = 'sound/weapons/tap.ogg'
nodamage = 1
damage_type = STAMINA
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
log_override = TRUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_DARKBLUE
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit))
if(M.wear_suit.type in suit_types)
M.adjustStaminaLoss(34)
return 1
/obj/item/projectile/beam/lasertag/omni
name = "laser tag beam"
icon_state = "omnilaser"
/obj/item/projectile/beam/lasertag/redtag
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/lasertag/bluetag
icon_state = "bluelaser"
suit_types = list(/obj/item/clothing/suit/redtag)
/obj/item/projectile/beam/sniper
name = "sniper beam"
icon_state = "sniperlaser"
damage = 60
stun = 5
weaken = 5
stutter = 5
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PINK
/obj/item/projectile/beam/immolator
name = "immolation beam"
/obj/item/projectile/beam/immolator/strong
name = "heavy immolation beam"
damage = 45
icon_state = "heavylaser"
/obj/item/projectile/beam/immolator/weak
name = "light immolation beam"
damage = 8
icon_state = "scatterlaser"
/obj/item/projectile/beam/immolator/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/beam/instakill
name = "instagib laser"
icon_state = "purple_laser"
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_DARKBLUE
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/instakill/on_hit(atom/target)
. = ..()
if(isliving(target))
var/mob/living/L = target
L.visible_message("<span class='danger'>[L] explodes!</span>")
L.gib()
/obj/item/projectile/beam
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
is_reflectable = TRUE
light_range = 2
light_color = LIGHT_COLOR_RED
ricochets_max = 50 //Honk!
ricochet_chance = 80
/obj/item/projectile/beam/laser
/obj/item/projectile/beam/laser/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
/obj/item/projectile/beam/practice
name = "practice laser"
damage = 0
nodamage = 1
log_override = TRUE
/obj/item/projectile/beam/scatter
name = "laser pellet"
icon_state = "scatterlaser"
damage = 5
/obj/item/projectile/beam/xray
name = "xray beam"
icon_state = "xray"
damage = 15
tile_dropoff = 0.75
irradiate = 30
forcedodge = 1
range = 15
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/disabler
name = "disabler beam"
icon_state = "omnilaser"
damage = 30
damage_type = STAMINA
flag = "energy"
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_CYAN
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_DARKBLUE
/obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0)
if(istype(target,/turf/)||istype(target,/obj/structure/))
target.ex_act(2)
..()
/obj/item/projectile/beam/pulse/shot
damage = 40
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
damage = 30
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/emitter/singularity_pull()
return //don't want the emitters to miss
/obj/item/projectile/beam/lasertag
name = "laser tag beam"
icon_state = "omnilaser"
hitsound = 'sound/weapons/tap.ogg'
nodamage = 1
damage_type = STAMINA
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
log_override = TRUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_DARKBLUE
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit))
if(M.wear_suit.type in suit_types)
M.adjustStaminaLoss(34)
return 1
/obj/item/projectile/beam/lasertag/omni
name = "laser tag beam"
icon_state = "omnilaser"
/obj/item/projectile/beam/lasertag/redtag
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/lasertag/bluetag
icon_state = "bluelaser"
suit_types = list(/obj/item/clothing/suit/redtag)
/obj/item/projectile/beam/sniper
name = "sniper beam"
icon_state = "sniperlaser"
damage = 60
stun = 5
weaken = 5
stutter = 5
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PINK
/obj/item/projectile/beam/immolator
name = "immolation beam"
/obj/item/projectile/beam/immolator/strong
name = "heavy immolation beam"
damage = 45
icon_state = "heavylaser"
/obj/item/projectile/beam/immolator/weak
name = "light immolation beam"
damage = 8
icon_state = "scatterlaser"
/obj/item/projectile/beam/immolator/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/beam/instakill
name = "instagib laser"
icon_state = "purple_laser"
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_DARKBLUE
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/instakill/on_hit(atom/target)
. = ..()
if(isliving(target))
var/mob/living/L = target
L.visible_message("<span class='danger'>[L] explodes!</span>")
L.gib()
+300 -300
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@@ -1,300 +1,300 @@
/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
damage = 60
damage_type = BRUTE
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
name = "beanbag slug"
damage = 5
stamina = 80
/obj/item/projectile/bullet/weakbullet/booze
/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
if(..(target, blocked))
var/mob/living/M = target
M.AdjustDizzy(20)
M.AdjustSlur(20)
M.AdjustConfused(20)
M.AdjustEyeBlurry(20)
M.AdjustDrowsy(20)
for(var/datum/reagent/consumable/ethanol/A in M.reagents.reagent_list)
M.AdjustParalysis(2)
M.AdjustDizzy(10)
M.AdjustSlur(10)
M.AdjustConfused(10)
M.AdjustEyeBlurry(10)
M.AdjustDrowsy(10)
A.volume += 5 //Because we can
/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
name = "rubber bullet"
damage = 5
weaken = 3
stamina = 60
icon_state = "bullet-r"
/obj/item/projectile/bullet/weakbullet2/invisible //finger gun bullets
name = "invisible bullet"
damage = 0
icon_state = null
hitsound_wall = null
/obj/item/projectile/bullet/weakbullet2/invisible/fake
weaken = 0
stamina = 0
nodamage = 1
log_override = TRUE
/obj/item/projectile/bullet/weakbullet3
damage = 20
/obj/item/projectile/bullet/weakbullet4
name = "rubber bullet"
damage = 5
stamina = 30
icon_state = "bullet-r"
/obj/item/projectile/bullet/toxinbullet
damage = 15
damage_type = TOX
/obj/item/projectile/bullet/incendiary
/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(4)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/firebullet
damage = 10
/obj/item/projectile/bullet/armourpiercing
damage = 17
armour_penetration = 10
/obj/item/projectile/bullet/pellet
name = "pellet"
damage = 12.5
tile_dropoff = 0.75
tile_dropoff_s = 1.25
/obj/item/projectile/bullet/pellet/rubber
name = "rubber pellet"
damage = 3
stamina = 25
icon_state = "bullet-r"
/obj/item/projectile/bullet/pellet/weak
tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
damage = 6
/obj/item/projectile/bullet/pellet/weak/New()
range = rand(1, 8)
..()
/obj/item/projectile/bullet/pellet/weak/on_range()
do_sparks(1, 1, src)
..()
/obj/item/projectile/bullet/pellet/overload
damage = 3
/obj/item/projectile/bullet/pellet/overload/New()
range = rand(1, 10)
..()
/obj/item/projectile/bullet/pellet/assassination
damage = 12
tile_dropoff = 1 // slightly less damage and greater damage falloff compared to normal buckshot
/obj/item/projectile/bullet/pellet/assassination/on_hit(atom/target, blocked = 0)
if(..(target, blocked))
var/mob/living/M = target
M.AdjustSilence(2) // HELP MIME KILLING ME IN MAINT
/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = 0)
..()
explosion(target, 0, 0, 2)
/obj/item/projectile/bullet/pellet/overload/on_range()
explosion(src, 0, 0, 2)
do_sparks(3, 3, src)
..()
/obj/item/projectile/bullet/midbullet
damage = 20
stamina = 65 //two rounds from the c20r knocks people down
/obj/item/projectile/bullet/midbullet_r
damage = 5
stamina = 75 //Still two rounds to knock people down
/obj/item/projectile/bullet/midbullet2
damage = 25
/obj/item/projectile/bullet/midbullet3
damage = 30
/obj/item/projectile/bullet/midbullet3/hp
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/midbullet3/ap
damage = 27
armour_penetration = 40
/obj/item/projectile/bullet/midbullet3/fire/on_hit(atom/target, blocked = 0)
if(..(target, blocked))
var/mob/living/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/bullet/heavybullet
damage = 35
/obj/item/projectile/bullet/stunshot//taser slugs for shotguns, nothing special
name = "stunshot"
damage = 5
stun = 5
weaken = 5
stutter = 5
jitter = 20
range = 7
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/incendiary/shell
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shell/Move()
..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
name = "dragonsbreath round"
damage = 5
/obj/item/projectile/bullet/meteorshot
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "dust"
damage = 30
weaken = 8
stun = 8
hitsound = 'sound/effects/meteorimpact.ogg'
/obj/item/projectile/bullet/meteorshot/on_hit(var/atom/target, var/blocked = 0)
..()
if(istype(target, /atom/movable))
var/atom/movable/M = target
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/meteorshot/New()
..()
SpinAnimation()
/obj/item/projectile/bullet/meteorshot/weak
damage = 10
weaken = 4
stun = 4
/obj/item/projectile/bullet/mime
damage = 0
stun = 5
weaken = 5
slur = 20
stutter = 20
/obj/item/projectile/bullet/mime/on_hit(var/atom/target, var/blocked = 0)
..(target, blocked)
if(iscarbon(target))
var/mob/living/carbon/M = target
M.Silence(10)
else if(istype(target, /obj/mecha/combat/honker))
var/obj/mecha/chassis = target
chassis.occupant_message("A mimetech anti-honk bullet has hit \the [chassis]!")
chassis.use_power(chassis.get_charge() / 2)
for(var/obj/item/mecha_parts/mecha_equipment/weapon/honker in chassis.equipment)
honker.set_ready_state(0)
/obj/item/projectile/bullet/dart
name = "dart"
icon_state = "cbbolt"
damage = 6
var/piercing = FALSE
/obj/item/projectile/bullet/dart/New()
..()
create_reagents(50)
reagents.set_reacting(FALSE)
/obj/item/projectile/bullet/dart/on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, hit_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..()
reagents.trans_to(M, reagents.total_volume)
return 1
else
blocked = 100
target.visible_message("<span class='danger'>The [name] was deflected!</span>", \
"<span class='userdanger'>You were protected against the [name]!</span>")
..(target, blocked, hit_zone)
reagents.set_reacting(TRUE)
reagents.handle_reactions()
return 1
/obj/item/projectile/bullet/dart/metalfoam
/obj/item/projectile/bullet/dart/metalfoam/New()
..()
reagents.add_reagent("aluminum", 15)
reagents.add_reagent("fluorosurfactant", 5)
reagents.add_reagent("sacid", 5)
//This one is for future syringe guns update
/obj/item/projectile/bullet/dart/syringe
name = "syringe"
icon = 'icons/obj/chemical.dmi'
icon_state = "syringeproj"
/obj/item/projectile/bullet/dart/syringe/tranquilizer
/obj/item/projectile/bullet/dart/syringe/tranquilizer/New()
..()
reagents.add_reagent("haloperidol", 15)
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/bullet/neurotoxin/on_hit(var/atom/target, var/blocked = 0)
if(isalien(target))
weaken = 0
nodamage = 1
. = ..() // Execute the rest of the code.
/obj/item/projectile/bullet/cap
name = "cap"
damage = 0
nodamage = 1
/obj/item/projectile/bullet/cap/fire()
loc = null
qdel(src)
/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
damage = 60
damage_type = BRUTE
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
name = "beanbag slug"
damage = 5
stamina = 80
/obj/item/projectile/bullet/weakbullet/booze
/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
if(..(target, blocked))
var/mob/living/M = target
M.AdjustDizzy(20)
M.AdjustSlur(20)
M.AdjustConfused(20)
M.AdjustEyeBlurry(20)
M.AdjustDrowsy(20)
for(var/datum/reagent/consumable/ethanol/A in M.reagents.reagent_list)
M.AdjustParalysis(2)
M.AdjustDizzy(10)
M.AdjustSlur(10)
M.AdjustConfused(10)
M.AdjustEyeBlurry(10)
M.AdjustDrowsy(10)
A.volume += 5 //Because we can
/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
name = "rubber bullet"
damage = 5
weaken = 3
stamina = 60
icon_state = "bullet-r"
/obj/item/projectile/bullet/weakbullet2/invisible //finger gun bullets
name = "invisible bullet"
damage = 0
icon_state = null
hitsound_wall = null
/obj/item/projectile/bullet/weakbullet2/invisible/fake
weaken = 0
stamina = 0
nodamage = 1
log_override = TRUE
/obj/item/projectile/bullet/weakbullet3
damage = 20
/obj/item/projectile/bullet/weakbullet4
name = "rubber bullet"
damage = 5
stamina = 30
icon_state = "bullet-r"
/obj/item/projectile/bullet/toxinbullet
damage = 15
damage_type = TOX
/obj/item/projectile/bullet/incendiary
/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(4)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/firebullet
damage = 10
/obj/item/projectile/bullet/armourpiercing
damage = 17
armour_penetration = 10
/obj/item/projectile/bullet/pellet
name = "pellet"
damage = 12.5
tile_dropoff = 0.75
tile_dropoff_s = 1.25
/obj/item/projectile/bullet/pellet/rubber
name = "rubber pellet"
damage = 3
stamina = 25
icon_state = "bullet-r"
/obj/item/projectile/bullet/pellet/weak
tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
damage = 6
/obj/item/projectile/bullet/pellet/weak/New()
range = rand(1, 8)
..()
/obj/item/projectile/bullet/pellet/weak/on_range()
do_sparks(1, 1, src)
..()
/obj/item/projectile/bullet/pellet/overload
damage = 3
/obj/item/projectile/bullet/pellet/overload/New()
range = rand(1, 10)
..()
/obj/item/projectile/bullet/pellet/assassination
damage = 12
tile_dropoff = 1 // slightly less damage and greater damage falloff compared to normal buckshot
/obj/item/projectile/bullet/pellet/assassination/on_hit(atom/target, blocked = 0)
if(..(target, blocked))
var/mob/living/M = target
M.AdjustSilence(2) // HELP MIME KILLING ME IN MAINT
/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = 0)
..()
explosion(target, 0, 0, 2)
/obj/item/projectile/bullet/pellet/overload/on_range()
explosion(src, 0, 0, 2)
do_sparks(3, 3, src)
..()
/obj/item/projectile/bullet/midbullet
damage = 20
stamina = 65 //two rounds from the c20r knocks people down
/obj/item/projectile/bullet/midbullet_r
damage = 5
stamina = 75 //Still two rounds to knock people down
/obj/item/projectile/bullet/midbullet2
damage = 25
/obj/item/projectile/bullet/midbullet3
damage = 30
/obj/item/projectile/bullet/midbullet3/hp
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/midbullet3/ap
damage = 27
armour_penetration = 40
/obj/item/projectile/bullet/midbullet3/fire/on_hit(atom/target, blocked = 0)
if(..(target, blocked))
var/mob/living/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/bullet/heavybullet
damage = 35
/obj/item/projectile/bullet/stunshot//taser slugs for shotguns, nothing special
name = "stunshot"
damage = 5
stun = 5
weaken = 5
stutter = 5
jitter = 20
range = 7
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/incendiary/shell
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shell/Move()
..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
name = "dragonsbreath round"
damage = 5
/obj/item/projectile/bullet/meteorshot
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "dust"
damage = 30
weaken = 8
stun = 8
hitsound = 'sound/effects/meteorimpact.ogg'
/obj/item/projectile/bullet/meteorshot/on_hit(var/atom/target, var/blocked = 0)
..()
if(istype(target, /atom/movable))
var/atom/movable/M = target
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/meteorshot/New()
..()
SpinAnimation()
/obj/item/projectile/bullet/meteorshot/weak
damage = 10
weaken = 4
stun = 4
/obj/item/projectile/bullet/mime
damage = 0
stun = 5
weaken = 5
slur = 20
stutter = 20
/obj/item/projectile/bullet/mime/on_hit(var/atom/target, var/blocked = 0)
..(target, blocked)
if(iscarbon(target))
var/mob/living/carbon/M = target
M.Silence(10)
else if(istype(target, /obj/mecha/combat/honker))
var/obj/mecha/chassis = target
chassis.occupant_message("A mimetech anti-honk bullet has hit \the [chassis]!")
chassis.use_power(chassis.get_charge() / 2)
for(var/obj/item/mecha_parts/mecha_equipment/weapon/honker in chassis.equipment)
honker.set_ready_state(0)
/obj/item/projectile/bullet/dart
name = "dart"
icon_state = "cbbolt"
damage = 6
var/piercing = FALSE
/obj/item/projectile/bullet/dart/New()
..()
create_reagents(50)
reagents.set_reacting(FALSE)
/obj/item/projectile/bullet/dart/on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, hit_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..()
reagents.trans_to(M, reagents.total_volume)
return 1
else
blocked = 100
target.visible_message("<span class='danger'>The [name] was deflected!</span>", \
"<span class='userdanger'>You were protected against the [name]!</span>")
..(target, blocked, hit_zone)
reagents.set_reacting(TRUE)
reagents.handle_reactions()
return 1
/obj/item/projectile/bullet/dart/metalfoam
/obj/item/projectile/bullet/dart/metalfoam/New()
..()
reagents.add_reagent("aluminum", 15)
reagents.add_reagent("fluorosurfactant", 5)
reagents.add_reagent("sacid", 5)
//This one is for future syringe guns update
/obj/item/projectile/bullet/dart/syringe
name = "syringe"
icon = 'icons/obj/chemical.dmi'
icon_state = "syringeproj"
/obj/item/projectile/bullet/dart/syringe/tranquilizer
/obj/item/projectile/bullet/dart/syringe/tranquilizer/New()
..()
reagents.add_reagent("haloperidol", 15)
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/bullet/neurotoxin/on_hit(var/atom/target, var/blocked = 0)
if(isalien(target))
weaken = 0
nodamage = 1
. = ..() // Execute the rest of the code.
/obj/item/projectile/bullet/cap
name = "cap"
damage = 0
nodamage = 1
/obj/item/projectile/bullet/cap/fire()
loc = null
qdel(src)
+97 -97
View File
@@ -1,97 +1,97 @@
/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
flag = "energy"
is_reflectable = TRUE
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
stun = 5
weaken = 5
stutter = 5
jitter = 20
hitsound = 'sound/weapons/tase.ogg'
range = 7
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/electrode/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
do_sparks(1, 1, src)
else if(iscarbon(target))
var/mob/living/carbon/C = target
if(HULK in C.mutations)
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if(C.status_flags & CANWEAKEN)
spawn(5)
C.do_jitter_animation(jitter)
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
do_sparks(1, 1, src)
..()
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"
damage = 20
damage_type = CLONE
irradiate = 10
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
/obj/item/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
range = 7
/obj/item/projectile/energy/shuriken
name = "shuriken"
icon_state = "toxin"
damage = 10
damage_type = TOX
weaken = 5
stutter = 5
/obj/item/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 15
damage_type = TOX
nodamage = 0
weaken = 5
stutter = 5
/obj/item/projectile/energy/bolt/large
damage = 20
/obj/item/projectile/energy/shock_revolver
name = "shock bolt"
icon_state = "purple_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
var/chain
/obj/item/ammo_casing/energy/shock_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
var/obj/item/projectile/energy/shock_revolver/P = BB
spawn(1)
P.chain = P.Beam(user,icon_state="purple_lightning",icon = 'icons/effects/effects.dmi',time=1000, maxdistance = 30)
/obj/item/projectile/energy/shock_revolver/on_hit(atom/target)
. = ..()
if(isliving(target))
tesla_zap(src, 3, 10000)
qdel(chain)
/obj/item/projectile/energy/toxplasma
name = "plasma bolt"
icon_state = "energy"
damage = 20
damage_type = TOX
irradiate = 20
/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
flag = "energy"
is_reflectable = TRUE
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
stun = 5
weaken = 5
stutter = 5
jitter = 20
hitsound = 'sound/weapons/tase.ogg'
range = 7
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/electrode/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
do_sparks(1, 1, src)
else if(iscarbon(target))
var/mob/living/carbon/C = target
if(HULK in C.mutations)
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if(C.status_flags & CANWEAKEN)
spawn(5)
C.do_jitter_animation(jitter)
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
do_sparks(1, 1, src)
..()
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"
damage = 20
damage_type = CLONE
irradiate = 10
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
/obj/item/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
range = 7
/obj/item/projectile/energy/shuriken
name = "shuriken"
icon_state = "toxin"
damage = 10
damage_type = TOX
weaken = 5
stutter = 5
/obj/item/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 15
damage_type = TOX
nodamage = 0
weaken = 5
stutter = 5
/obj/item/projectile/energy/bolt/large
damage = 20
/obj/item/projectile/energy/shock_revolver
name = "shock bolt"
icon_state = "purple_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
var/chain
/obj/item/ammo_casing/energy/shock_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
var/obj/item/projectile/energy/shock_revolver/P = BB
spawn(1)
P.chain = P.Beam(user,icon_state="purple_lightning",icon = 'icons/effects/effects.dmi',time=1000, maxdistance = 30)
/obj/item/projectile/energy/shock_revolver/on_hit(atom/target)
. = ..()
if(isliving(target))
tesla_zap(src, 3, 10000)
qdel(chain)
/obj/item/projectile/energy/toxplasma
name = "plasma bolt"
icon_state = "energy"
damage = 20
damage_type = TOX
irradiate = 20
+1 -1
View File
@@ -344,4 +344,4 @@
to_chat(target, "<span class='notice'>You get splatted by [src].</span>")
M.Weaken(slip_weaken)
M.Stun(slip_stun)
. = ..()
. = ..()
@@ -77,4 +77,4 @@
icon_state = "foamdartsniper_riot"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/sniper/riot
stamina = 100
log_override = FALSE
log_override = FALSE
+348 -348
View File
@@ -1,348 +1,348 @@
/obj/item/projectile/ion
name = "ion bolt"
icon_state = "ion"
damage = 0
alwayslog = TRUE
damage_type = BURN
nodamage = 1
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
flag = "energy"
/obj/item/projectile/ion/on_hit(var/atom/target, var/blocked = 0)
..()
empulse(target, 1, 1, 1, cause = "[type] fired by [key_name(firer)]")
return 1
/obj/item/projectile/ion/weak
/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
..()
empulse(target, 0, 0, 1, cause = "[type] fired by [key_name(firer)]")
return 1
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
alwayslog = TRUE
flag = "bullet"
/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
..()
explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
return 1
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
alwayslog = TRUE
damage = 60
flag = "bullet"
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3, cause = "[type] fired by [key_name(firer)]")
return 1
/obj/item/projectile/temp
name = "temperature beam"
icon_state = "temp_4"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
var/temperature = 300
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/temp/New(loc, shot_temp)
..()
if(!isnull(shot_temp))
temperature = shot_temp
switch(temperature)
if(501 to INFINITY)
name = "searing beam" //if emagged
icon_state = "temp_8"
if(400 to 500)
name = "burning beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_2
icon_state = "temp_7"
if(360 to 400)
name = "hot beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_1
icon_state = "temp_6"
if(335 to 360)
name = "warm beam" //temp at which players get notified of their high body temp
icon_state = "temp_5"
if(295 to 335)
name = "ambient beam"
icon_state = "temp_4"
if(260 to 295)
name = "cool beam" //temp at which players get notified of their low body temp
icon_state = "temp_3"
if(200 to 260)
name = "cold beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_1
icon_state = "temp_2"
if(120 to 260)
name = "ice beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_2
icon_state = "temp_1"
if(-INFINITY to 120)
name = "freeze beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_3
icon_state = "temp_0"
else
name = "temperature beam"//failsafe
icon_state = "temp_4"
/obj/item/projectile/temp/on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
..()
if(isliving(target))
var/mob/living/M = target
M.bodytemperature = temperature
if(temperature > 500)//emagged
M.adjust_fire_stacks(0.5)
M.IgniteMob()
playsound(M.loc, 'sound/effects/bamf.ogg', 50, 0)
return 1
/obj/item/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
damage = 0
damage_type = BRUTE
nodamage = 1
flag = "bullet"
/obj/item/projectile/meteor/Bump(atom/A, yes)
if(yes)
return
if(A == firer)
loc = A.loc
return
playsound(loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in urange(10, src))
if(!M.stat)
shake_camera(M, 3, 1)
qdel(src)
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = 1
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
flag = "energy"
/obj/item/projectile/energy/floramut/on_hit(var/atom/target, var/blocked = 0)
..()
var/mob/living/M = target
if(ishuman(target))
var/mob/living/carbon/human/H = M
if(IS_PLANT in H.dna.species.species_traits)
if(prob(15))
M.apply_effect((rand(30,80)),IRRADIATE)
M.Weaken(5)
M.visible_message("<span class='warning'>[M] writhes in pain as [M.p_their()] vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
if(prob(80))
randmutb(M)
domutcheck(M,null)
else
randmutg(M)
domutcheck(M,null)
else
M.adjustFireLoss(rand(5,15))
M.show_message("<span class='warning'>The radiation beam singes you!</span>")
else if(iscarbon(target))
M.show_message("<span class='notice'>The radiation beam dissipates harmlessly through your body.</span>")
else
return 1
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
/obj/item/projectile/energy/florayield/on_hit(var/atom/target, var/blocked = 0)
..()
var/mob/M = target
if(ishuman(target)) //These rays make plantmen fat.
var/mob/living/carbon/human/H = M
if(IS_PLANT in H.dna.species.species_traits)
H.set_nutrition(min(H.nutrition+30, NUTRITION_LEVEL_FULL))
else if(iscarbon(target))
M.show_message("<span class='notice'>The radiation beam dissipates harmlessly through your body.</span>")
else
return 1
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
/obj/item/projectile/beam/mindflayer/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.AdjustHallucinate(20)
/obj/item/projectile/clown
name = "snap-pop"
icon = 'icons/obj/toy.dmi'
icon_state = "snappop"
/obj/item/projectile/clown/Bump(atom/A as mob|obj|turf|area)
do_sparks(3, 1, src)
new /obj/effect/decal/cleanable/ash(loc)
visible_message("<span class='warning'>The [name] explodes!</span>","<span class='warning'>You hear a snap!</span>")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/obj/item/projectile/beam/wormhole
name = "bluespace beam"
icon_state = "spark"
hitsound = "sparks"
damage = 0
var/obj/item/gun/energy/wormhole_projector/gun
color = "#33CCFF"
nodamage = TRUE
/obj/item/projectile/beam/wormhole/orange
name = "orange bluespace beam"
color = "#FF6600"
/obj/item/projectile/beam/wormhole/New(var/obj/item/ammo_casing/energy/wormhole/casing)
if(casing)
gun = casing.gun
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
if(ismob(target))
if(is_teleport_allowed(target.z))
var/turf/portal_destination = pick(orange(6, src))
do_teleport(target, portal_destination)
return ..()
if(!gun)
qdel(src)
gun.create_portal(src)
/obj/item/projectile/bullet/frag12
name ="explosive slug"
damage = 25
weaken = 5
alwayslog = TRUE
/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 1)
return 1
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
damage_type = BRUTE
damage = 5
range = 3
dismemberment = 20
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
/obj/item/projectile/plasma/on_hit(atom/target)
. = ..()
if(ismineralturf(target))
forcedodge = 1
var/turf/simulated/mineral/M = target
M.gets_drilled(firer)
else
forcedodge = 0
/obj/item/projectile/plasma/adv
damage = 7
range = 5
/obj/item/projectile/plasma/adv/mech
damage = 10
range = 9
/obj/item/projectile/energy/teleport
name = "teleportation burst"
icon_state = "bluespace"
damage = 0
nodamage = 1
alwayslog = TRUE
var/teleport_target = null
/obj/item/projectile/energy/teleport/New(loc, tele_target)
..(loc)
if(tele_target)
teleport_target = tele_target
/obj/item/projectile/energy/teleport/on_hit(var/atom/target, var/blocked = 0)
if(isliving(target))
if(teleport_target)
do_teleport(target, teleport_target, 0)//teleport what's in the tile to the beacon
else
do_teleport(target, target, 15) //Otherwise it just warps you off somewhere.
add_attack_logs(firer, target, "Shot with a [type] [teleport_target ? "(Destination: [teleport_target])" : ""]")
/obj/item/projectile/snowball
name = "snowball"
icon_state = "snowball"
hitsound = 'sound/items/dodgeball.ogg'
damage = 4
damage_type = BURN
/obj/item/projectile/snowball/on_hit(atom/target) //chilling
. = ..()
if(istype(target, /mob/living))
var/mob/living/M = target
M.bodytemperature = max(0, M.bodytemperature - 50) //each hit will drop your body temp, so don't get surrounded!
M.ExtinguishMob() //bright side, they counter being on fire!
/obj/item/projectile/ornament
name = "ornament"
icon_state = "ornament-1"
hitsound = 'sound/effects/glasshit.ogg'
damage = 7
damage_type = BRUTE
/obj/item/projectile/ornament/New()
icon_state = pick("ornament-1", "ornament-2")
..()
/obj/item/projectile/ornament/on_hit(atom/target) //knockback
..()
if(istype(target, /turf))
return 0
var/obj/T = target
var/throwdir = get_dir(firer,target)
T.throw_at(get_edge_target_turf(target, throwdir),10,10)
return 1
/obj/item/projectile/mimic
name = "googly-eyed gun"
hitsound = 'sound/weapons/genhit1.ogg'
damage = 0
nodamage = 1
damage_type = BURN
flag = "melee"
var/obj/item/gun/stored_gun
/obj/item/projectile/mimic/New(loc, mimic_type)
..(loc)
if(mimic_type)
stored_gun = new mimic_type(src)
icon = stored_gun.icon
icon_state = stored_gun.icon_state
overlays = stored_gun.overlays
SpinAnimation(20, -1)
/obj/item/projectile/mimic/on_hit(atom/target)
..()
var/turf/T = get_turf(src)
var/obj/item/gun/G = stored_gun
stored_gun = null
G.forceMove(T)
var/mob/living/simple_animal/hostile/mimic/copy/ranged/R = new /mob/living/simple_animal/hostile/mimic/copy/ranged(T, G, firer)
if(ismob(target))
R.target = target
/obj/item/projectile/ion
name = "ion bolt"
icon_state = "ion"
damage = 0
alwayslog = TRUE
damage_type = BURN
nodamage = 1
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
flag = "energy"
/obj/item/projectile/ion/on_hit(var/atom/target, var/blocked = 0)
..()
empulse(target, 1, 1, 1, cause = "[type] fired by [key_name(firer)]")
return 1
/obj/item/projectile/ion/weak
/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
..()
empulse(target, 0, 0, 1, cause = "[type] fired by [key_name(firer)]")
return 1
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
alwayslog = TRUE
flag = "bullet"
/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
..()
explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
return 1
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
alwayslog = TRUE
damage = 60
flag = "bullet"
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3, cause = "[type] fired by [key_name(firer)]")
return 1
/obj/item/projectile/temp
name = "temperature beam"
icon_state = "temp_4"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
var/temperature = 300
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/temp/New(loc, shot_temp)
..()
if(!isnull(shot_temp))
temperature = shot_temp
switch(temperature)
if(501 to INFINITY)
name = "searing beam" //if emagged
icon_state = "temp_8"
if(400 to 500)
name = "burning beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_2
icon_state = "temp_7"
if(360 to 400)
name = "hot beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_1
icon_state = "temp_6"
if(335 to 360)
name = "warm beam" //temp at which players get notified of their high body temp
icon_state = "temp_5"
if(295 to 335)
name = "ambient beam"
icon_state = "temp_4"
if(260 to 295)
name = "cool beam" //temp at which players get notified of their low body temp
icon_state = "temp_3"
if(200 to 260)
name = "cold beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_1
icon_state = "temp_2"
if(120 to 260)
name = "ice beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_2
icon_state = "temp_1"
if(-INFINITY to 120)
name = "freeze beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_3
icon_state = "temp_0"
else
name = "temperature beam"//failsafe
icon_state = "temp_4"
/obj/item/projectile/temp/on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
..()
if(isliving(target))
var/mob/living/M = target
M.bodytemperature = temperature
if(temperature > 500)//emagged
M.adjust_fire_stacks(0.5)
M.IgniteMob()
playsound(M.loc, 'sound/effects/bamf.ogg', 50, 0)
return 1
/obj/item/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
damage = 0
damage_type = BRUTE
nodamage = 1
flag = "bullet"
/obj/item/projectile/meteor/Bump(atom/A, yes)
if(yes)
return
if(A == firer)
loc = A.loc
return
playsound(loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in urange(10, src))
if(!M.stat)
shake_camera(M, 3, 1)
qdel(src)
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = 1
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
flag = "energy"
/obj/item/projectile/energy/floramut/on_hit(var/atom/target, var/blocked = 0)
..()
var/mob/living/M = target
if(ishuman(target))
var/mob/living/carbon/human/H = M
if(IS_PLANT in H.dna.species.species_traits)
if(prob(15))
M.apply_effect((rand(30,80)),IRRADIATE)
M.Weaken(5)
M.visible_message("<span class='warning'>[M] writhes in pain as [M.p_their()] vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
if(prob(80))
randmutb(M)
domutcheck(M,null)
else
randmutg(M)
domutcheck(M,null)
else
M.adjustFireLoss(rand(5,15))
M.show_message("<span class='warning'>The radiation beam singes you!</span>")
else if(iscarbon(target))
M.show_message("<span class='notice'>The radiation beam dissipates harmlessly through your body.</span>")
else
return 1
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
/obj/item/projectile/energy/florayield/on_hit(var/atom/target, var/blocked = 0)
..()
var/mob/M = target
if(ishuman(target)) //These rays make plantmen fat.
var/mob/living/carbon/human/H = M
if(IS_PLANT in H.dna.species.species_traits)
H.set_nutrition(min(H.nutrition+30, NUTRITION_LEVEL_FULL))
else if(iscarbon(target))
M.show_message("<span class='notice'>The radiation beam dissipates harmlessly through your body.</span>")
else
return 1
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
/obj/item/projectile/beam/mindflayer/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.AdjustHallucinate(20)
/obj/item/projectile/clown
name = "snap-pop"
icon = 'icons/obj/toy.dmi'
icon_state = "snappop"
/obj/item/projectile/clown/Bump(atom/A as mob|obj|turf|area)
do_sparks(3, 1, src)
new /obj/effect/decal/cleanable/ash(loc)
visible_message("<span class='warning'>The [name] explodes!</span>","<span class='warning'>You hear a snap!</span>")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/obj/item/projectile/beam/wormhole
name = "bluespace beam"
icon_state = "spark"
hitsound = "sparks"
damage = 0
var/obj/item/gun/energy/wormhole_projector/gun
color = "#33CCFF"
nodamage = TRUE
/obj/item/projectile/beam/wormhole/orange
name = "orange bluespace beam"
color = "#FF6600"
/obj/item/projectile/beam/wormhole/New(var/obj/item/ammo_casing/energy/wormhole/casing)
if(casing)
gun = casing.gun
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
if(ismob(target))
if(is_teleport_allowed(target.z))
var/turf/portal_destination = pick(orange(6, src))
do_teleport(target, portal_destination)
return ..()
if(!gun)
qdel(src)
gun.create_portal(src)
/obj/item/projectile/bullet/frag12
name ="explosive slug"
damage = 25
weaken = 5
alwayslog = TRUE
/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 1)
return 1
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
damage_type = BRUTE
damage = 5
range = 3
dismemberment = 20
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
/obj/item/projectile/plasma/on_hit(atom/target)
. = ..()
if(ismineralturf(target))
forcedodge = 1
var/turf/simulated/mineral/M = target
M.gets_drilled(firer)
else
forcedodge = 0
/obj/item/projectile/plasma/adv
damage = 7
range = 5
/obj/item/projectile/plasma/adv/mech
damage = 10
range = 9
/obj/item/projectile/energy/teleport
name = "teleportation burst"
icon_state = "bluespace"
damage = 0
nodamage = 1
alwayslog = TRUE
var/teleport_target = null
/obj/item/projectile/energy/teleport/New(loc, tele_target)
..(loc)
if(tele_target)
teleport_target = tele_target
/obj/item/projectile/energy/teleport/on_hit(var/atom/target, var/blocked = 0)
if(isliving(target))
if(teleport_target)
do_teleport(target, teleport_target, 0)//teleport what's in the tile to the beacon
else
do_teleport(target, target, 15) //Otherwise it just warps you off somewhere.
add_attack_logs(firer, target, "Shot with a [type] [teleport_target ? "(Destination: [teleport_target])" : ""]")
/obj/item/projectile/snowball
name = "snowball"
icon_state = "snowball"
hitsound = 'sound/items/dodgeball.ogg'
damage = 4
damage_type = BURN
/obj/item/projectile/snowball/on_hit(atom/target) //chilling
. = ..()
if(istype(target, /mob/living))
var/mob/living/M = target
M.bodytemperature = max(0, M.bodytemperature - 50) //each hit will drop your body temp, so don't get surrounded!
M.ExtinguishMob() //bright side, they counter being on fire!
/obj/item/projectile/ornament
name = "ornament"
icon_state = "ornament-1"
hitsound = 'sound/effects/glasshit.ogg'
damage = 7
damage_type = BRUTE
/obj/item/projectile/ornament/New()
icon_state = pick("ornament-1", "ornament-2")
..()
/obj/item/projectile/ornament/on_hit(atom/target) //knockback
..()
if(istype(target, /turf))
return 0
var/obj/T = target
var/throwdir = get_dir(firer,target)
T.throw_at(get_edge_target_turf(target, throwdir),10,10)
return 1
/obj/item/projectile/mimic
name = "googly-eyed gun"
hitsound = 'sound/weapons/genhit1.ogg'
damage = 0
nodamage = 1
damage_type = BURN
flag = "melee"
var/obj/item/gun/stored_gun
/obj/item/projectile/mimic/New(loc, mimic_type)
..(loc)
if(mimic_type)
stored_gun = new mimic_type(src)
icon = stored_gun.icon
icon_state = stored_gun.icon_state
overlays = stored_gun.overlays
SpinAnimation(20, -1)
/obj/item/projectile/mimic/on_hit(atom/target)
..()
var/turf/T = get_turf(src)
var/obj/item/gun/G = stored_gun
stored_gun = null
G.forceMove(T)
var/mob/living/simple_animal/hostile/mimic/copy/ranged/R = new /mob/living/simple_animal/hostile/mimic/copy/ranged(T, G, firer)
if(ismob(target))
R.target = target